Testing SCS v32 release candidate 6
DavidW
Member Posts: 823
I'm in the process of testing a new version of Sword Coast Stratagems - the latest release candidate is available here. Since the Gibberlings 3 forums are temporarily down, I thought I'd create a thread here to let people testing the release candidate give their feedback.
I should warn people that I'm not yet confident this release lacks major bugs. (Versions 1-4 had serious, arguably game-breaking, bugs with some components.) I hope to do a proper v32 release in 1-2 weeks, at which point I'll do a proper announcement.
At the moment, I'm aware of only one bug in RC6: new IWD wizard spells still have their IWD excluded schools, not the BG ones.
I should warn people that I'm not yet confident this release lacks major bugs. (Versions 1-4 had serious, arguably game-breaking, bugs with some components.) I hope to do a proper v32 release in 1-2 weeks, at which point I'll do a proper announcement.
At the moment, I'm aware of only one bug in RC6: new IWD wizard spells still have their IWD excluded schools, not the BG ones.
Post edited by DavidW on
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Comments
This one should work until the one above is fixed.
The effects of Mordenkainen's Force Missiles are strange
look this youtube link 7:20.
https://youtu.be/AukSk6MYLz8
you can see Mordenkainen's Force Missiles.
but effect of Mordenkainen's Force Missiles of scs32 v6 is weird.
plz check this.
thanks for ur effort.
- reproduced and fixed Mordenkainen Force Missile problem
- reproduced and fixed Cat's Grace problem
- fixed a problem with wizard scrolls where the spell was sometimes targeting the caster, not the target
Agris, I can't reproduce the Snowball Swarm problem you describe.
cleric 6 level spell Spiritual Wrath : not work (no effect, no damage)
druid 7 level spell Stalker : not work (not appear shambling mound)
@DavidW The problem was JIMFIX #201 - Add spell school notification to combat log. The version just prior to his modification works correctly. In other words, it's not you, it's me.I'm not sure what was wrong with it, I copied the Global Effects from Fireball verbatim into SPWI225.spl and now Snilloc's correctly animates. There's the single icy projectile to the target, and the blue explosion indicating the AoE. When you test it with components 1500 and 5900, it animates correctly? If so, I must have mis-clicked something in NI while fixing the opposition school for it.
This one is entirely spell fixes: it addresses
- the screwy opposition schools for IWD mage spells
- a weird glitch with animations for some summons
- specific fixes for Spiritual Wrath, Seven Eyes, Cat's Grace, and Stalker
(In case you're interested, my spell-conversion process is algorithmic. The errors in the first three spells are because the algorithm wasn't properly informed about (respectively) secondary projectiles, how opcodes 335 and 336 work, and how Cat's Grace is externalized. The error in Stalker is a more straightforward error in bespoke code specifically for that spell.)
Also, the dagger +1 in the Ankheg Pit's (AR1401) treasure horde is replaced by the component. As this is one of the few magic weapons the player can acquire early, and because it's handplaced in the horde, I feel as if it should remain as well.
I'm decently through BG1 and I think the component is well implemented, these were the only discordant notes in it so far.
edit: and no problem with snowball storm with RC7, fyi.
Glad things are working out otherwise; I’ll move to a proper release fairly soon (but not till G3 is back up).
I have a couple of questions about difficulty.
Does SCS modify armor class of enemies? Or how difficult it is to hit them. Because I have a very hard time hitting opponents. Even simple orcs. And my THACO is negative.
Regarding improved vampires.
I'm in the Firkraag lair right now and there are 10-15 vampires in one place. One of my team's members wears amulet with protection from level drain. It doesn't work at all.
Other one has an armor with protection from negative plane. It protects from level drain, but it doesn't protect from intelligence/constitution drain.
Is there anything that protects from all of the draining abilities?
I'm in the Firkraag lair right now and there are 10-15 vampires in one place. One of my team's members wears amulet with protection from level drain. It doesn't work at all.
Other one has an armor with protection from negative plane. It protects from level drain, but it doesn't protect from intelligence/constitution drain.
Is there anything that protects from all of the draining abilities?
Improved vampires has always been one of my least liked SCS components with Firekraag's vampire nest beingt the biggest offender.
In-game wise, there is nothing you can do to protect yourself from the stat drain, except of course to not get hit (PfMW > all martial characters, as usual). With the elder and ancient vampires being buffed up quite a bit and their tendencies to sneak around and attack whatever, it creates another encounter that heavly punishes you for melee heavy and bigger party compositions.
As for your amulet, Negative Plane Protection is synonymous with Protection from Level Drain and it not working is a bug. (Though I doubt it is SCS related in any way.)
No, there's no systematic protection from ability drain.
Yes, the amulet is a bug, though I agree with Ulb, probably not an SCS bug. What is the item, and what mods do you have installed?
I have it installed before SCS.
Reagarding difficulties with hitting opponents. Is there any way in-game to check, what AC enemies have?
Because "Show extra combat info" option doesn't tell that, and I'd like to see how hit rolls are performed.
i'm playing game again with scs v6 + spell revisions v4 b16.(difficulty : hardcore)
i think it is very stable.
but in chapter 6, bodhi has 2 problems.
1. when i go to grave district, bodhi has to dissappear after she say but she remains.
2. in bodhi's grave, she just stand. she doesn't attack, move and her magic protection script(like mage) doesn't work. so i just attack and kill bodhi very easily.
i don't know whether chapter3 bodhi fight also has problem.
becuz, in chapter3, after few rounds, bodhi disappears. so i didn't fight her in chapter3 when i played.
my english is not good.
but what i want to say is chapter6 bodhi has problem. thanks
I'm playing BG2EE, v2.3.67.3, using SCS v30. I found a couple of bugs with SCS Beholders' Death Ray.
BEHOLD01.BCS uses 3 different death ray spells: DW#BEFOB.spl, SPIN991.spl, DW#BESUD.spl. I gave them each a unique strref so I could tell which version was being cast. During my testing I'm not sure I've even seen DW#BEFOB.spl cast, so I'm ignoring that version here.
The unintended (I assume) behaviors:
1. PC's can be targeted by DW#BESUD.spl in very specific circumstances, which is an auto-kill with no save.
2. Summons are mostly targeted by SPIN991.spl, and only occasionally by DW#BESUD.spl. I assume DW#BESUD is intended to auto dispel summons, like Death Spell SPWI605.spl.
3. DW#BESUD.spl doesn't bypass magic resistance. The combination of #2 and #3 means 90% MR Skeleton Warriors (skelwasu.cre) can generally solo two or more SCS Beholders!
Fixes:
1. BEHOLD01.BCS shouldn't target PC's with DW#BESUD.spl, and I and I do see the "Gender(LastSeenBy(Myself),SUMMONED)" that should prevent it. But what I've replicated a few times now is that if I'm fighting beholders with 1 skeleton summon and 1 PC, the PC will occasionally be hit by DW#BESUD.spl and that's coded as an auto-kill for everyone. I couldn't replicate this with 1 PC solo against multiple beholders, so I assume there's some subtle unintended behavior with that "Gender(LastSeenBy(Myself),SUMMONED)" when the beholder is near both a summons and a PC.
My fix is to not touch BEHOLD01.BCS, but in DW#BESUD.spl:
IDS File/Entry - currently set to 2/0, affecting everyone. Should be 7/6 for gender.ids>summons. Then even if the PC is 'accidentally' targeted, it has no effect.
2. Rather than changing BEHOLD01.BCS, my fix for this targeting would be to roll all 3 death ray spells into a single new spell (see DW#Death below).
3. in DW#BESUD.spl, change "resist type 1" to "type 2 - no dispel/bypass resistance."
DW#Death.spl alternative:
Again, I'm assuming the desired Death Ray behavior is to always dispel summons, ignoring MR (just like spwi605.spl). So all 3 beholder death rays could be collapsed into a single spell using SPWI605.spl as the template. Would only need to add a saving throw to opcode 55 'Kill Creature Type'(PC's get a save against the Death Ray), remove the 8 HD limit (so PC's higher than level 8 are affected), and change the spell target from "area" to "creature".
Otherwise, the changes to DW#BESUD.spl still fix #1 and #3.
Thanks for the great mod!